Live-service games are in high demand, according to a BioWare veteran, as indicated by Clair Obscur: Expedition 33. However, Grand Theft Auto 6's success will truly measure the gaming industry.
Mark Darrah: Clair Obscur Signals Players' Desire for Diverse Games Amid Industry Challenges
In a recent discussion, former BioWare executive producer Mark Darrah highlighted the success of the French JRPG, Clair Obscur: Expedition 33, as a significant indicator of what players truly want in today's games industry [1][2]. According to Darrah, the industry is currently dominated by live-service games, such as Fortnite, which generate the majority of revenues for companies like Microsoft, EA, Ubisoft, Sony, and others [3].
However, Darrah argues that the success of Clair Obscur, developed by a smaller core team at Sandfall Interactive, demonstrates that there is demand for different experiences outside the live-service model [1][2]. He believes that the game's success, achieved with good but not overly impressive visuals and sold at a relatively low price point, shows that players are willing to support unique, non-live-service games [2].
Darrah also notes that 2025 has been a challenging year for the games industry, with investment difficulties and layoffs continuing [2]. He suggests that the success of upcoming titles like GTA 6 will further indicate industry directions, but he regards Clair Obscur as indicative of what players really want: engaging, standalone experiences rather than just live-service offerings [2][3].
The development model for Clair Obscur also serves as an example of how creative games can thrive without extensive resources, contrasting with the large-scale live-service projects favored by major publishers [1]. Darrah's comments come amidst concerns about the ongoing challenges for developers to find investment for their projects [4].
In conclusion, Mark Darrah sees Clair Obscur: Expedition 33 as a meaningful marker in the current games industry that highlights player appetite for varied, high-quality games outside the pervasive live-service model, during a period of increased economic and investment challenges for developers [1][2][3]. The success of Clair Obscur provides hope for the industry that there is a market for diverse games, and it serves as a reminder for publishers to consider a wider range of experiences to cater to their audience's evolving preferences.
References:
- GamesIndustry.biz
- IGN
- Polygon
- Kotaku
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